Related papers: MotionPersona: Characteristics-aware Locomotion Co…
End-to-end human animation, such as audio-driven talking human generation, has undergone notable advancements in the recent few years. However, existing methods still struggle to scale up as large general video generation models, limiting…
Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating…
Controlling the manner in which a character moves in a real-time animation system is a challenging task with useful applications. Existing style transfer systems require access to a reference content motion clip, however, in real-time…
Generating realistic human motion from given action descriptions has experienced significant advancements because of the emerging requirement of digital humans. While recent works have achieved impressive results in generating motion…
Character animation aims to generate lifelike videos by transferring motion dynamics from a driving video to a reference image. Recent strides in generative models have paved the way for high-fidelity character animation. In this work, we…
Generating animation of physics-based characters with intuitive control has long been a desirable task with numerous applications. However, generating physically simulated animations that reflect high-level human instructions remains a…
In this work, we present MotionBooth, an innovative framework designed for animating customized subjects with precise control over both object and camera movements. By leveraging a few images of a specific object, we efficiently fine-tune a…
One of the most efficient ways of generating goal-directed walking motions is synthesising the final motion based on footprints. Nevertheless, current implementations have not examined the generation of continuous motion based on…
We propose FreeMusco, a motion-free framework that jointly learns latent representations and control policies for musculoskeletal characters. By leveraging the musculoskeletal model as a strong prior, our method enables energy-aware and…
Motions in a video primarily consist of camera motion, induced by camera movement, and object motion, resulting from object movement. Accurate control of both camera and object motion is essential for video generation. However, existing…
We present a novel method to generate human motion to populate 3D indoor scenes. It can be controlled with various combinations of conditioning signals such as a path in a scene, target poses, past motions, and scenes represented as 3D…
We present a probabilistic framework to generate character animations based on weak control signals, such that the synthesized motions are realistic while retaining the stochastic nature of human movement. The proposed architecture, which…
Real-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has…
Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character…
Over the course of the last several years there was a strong interest in application of modern optimal control techniques to the field of character animation. This interest was fueled by introduction of efficient learning based algorithms…
As language models continue to scale in size and capability, they display an array of emerging behaviors, both beneficial and concerning. This heightens the need to control model behaviors. We hope to be able to control the personality…
Motion generation is a cornerstone of computer graphics, animation, gaming, and robotics, enabling the creation of realistic and varied character movements. A significant limitation of existing methods is their reliance on specific skeletal…
Video data is more cost-effective than motion capture data for learning 3D character motion controllers, yet synthesizing realistic and diverse behaviors directly from videos remains challenging. Previous approaches typically rely on…
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability…
Current methods for personality control in Large Language Models rely on static prompting or expensive fine-tuning, failing to capture the dynamic and compositional nature of human traits. We introduce PERSONA, a training-free framework…